Total War: WARHAMMER III

Total War: WARHAMMER III

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Eviltide Trading - Diplomacy & Resources
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Tags: mod
File Size
Posted
Updated
1.085 MB
11 Oct, 2023 @ 2:40am
24 Jun @ 8:19am
31 Change Notes ( view )

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Eviltide Trading - Diplomacy & Resources

In 1 collection by RagnaroK
RagnaroKs Collective Mod Compendium
57 items
Description
Greetings fellow mod enjoyers!

I grant to thee - A trading and resource mod for your collection.

Ingame screenshots show a few examples of trade agreements and resource buildings.

Factions in the list below are now all able to trade via diplomacy, just like ordertide factions etc. I have added resource buildings for Greenskins and Beastmen, as they did not have any.

Keep in mind, that in order to be able to make trade agreements, just must be in control of a settlement/herdstone. You might also wan't to combine this mod with a building slot mod, as Beastmen are somewhat restricted with building slots. Example - You occupy "Nuja" in Estalia, but there is only room for the herdstone and the predetermined port, making you unable to build the spices building there.

This mod is included in my Resourceful Purpose - Compilation and by subscribing to the compilation mod, you no longer need to subscribe to this mod.

Credits & Considerations
  • Big thank you to Spartan VI for allowing me to use some of his resource icons.
  • This mod was inspired by this WH2 mod by Dog with a Hat on a Nose.

  • Is this mod compatable with SFO and Radious? Yes it is.

  • Why are Warriors of Chaos and Wood Elves not included? Their settlements work in a different way, so I made an entire mod series for those alone - Frontier Forests & Fortresses

  • Is this mod save game compatable? From my testing yes, but I would always recommend that you backup your save file first, just to be safe.

  • Does this work with Golg's mercenary contracts? Yes, but he won't be able to make alliances nor vassals, which kinda suits his mercenary style.

  • I am happy with the Greenskins buildings and tooltips, but I might change some of the Beastmen ones down the line, when I am less busy with other mods.
  • Consider using a building slot mod, as Beastmen have very few slots.
  • Sigvald is not showing trade icons due to his mechanic, but they still exist and function when you make them.

Diplomacy
  • All diplomacy options is now available to all factions.

  • Peace
  • None Aggression Pact
  • Trade Agreement
  • Military Access
  • Defensive Alliance
  • Military Alliance
  • Join War
  • Vassalage

Custom Resource Production & Building Tiers
  • Greenskins
  • Beastmen
  • Khorne
  • Nurgle
  • Slaanesh
  • Tzeentch
  • Daemon Prince
  • Vampire Coast
  • Norsca
  • Tomb Kings
  • Chaos Dwarfs - Updated their iron, gems, marble, timber and obsidian to match the rest.
  • All Factions - Gold Idols will now be produced by their gold resource buildings. Gold bar icons on the World map has been changed into the Gold Idols icon for better clarity.

Honourable Mentions
  • Grudge Settler, Champion of Hashut & Revered Prophet of Omens - Godzilla2021
    Gratitude for donating the ToD, Chorfs & OoD DLC's.

  • Changer of Ways - [FuFo] Mortucus
    Gratitude for donating the SoC DLC.

  • Everchosen of Chaos - Zach
    Gratitude for donating the WoC DLC.

  • Rampager of the Herds - 1st Viscount Silvermarch
    Gratitude for donating the SaF DLC.

These tremendously generous donaters, has made me able to dabble much more into modding and expand upon those I have made.

Translation Submods

Collection of Mods I Created
Thank you for spending some of your time, considering using some of my mods.
138 Comments
RagnaroK  [author] 10 Jul @ 8:21am 
@_Harted_ - Thank you for providing the helpful advice as needed :WH3_clasp:
_Harted_ 8 Jul @ 11:27am 
@Baron Devastator
Put Rhox's mod higher in the load order than Eviltide's mod. Both mods change the allowed diplomatic options. Rhox's mod prevents Grudgebringers from forming alliances, as this is a hardcoded restriction for mercenary contracts. Eviltide overrides (removes) this restriction, and because of this, the mercenary contract system breaks. If you put Eviltide lower in the load order, everything should work.
Baron Devastator 29 Jun @ 4:17pm 
Hi. Great mod but there is any solution to make this work together ?

After combining these mods in my collection, war orders from factions stop generating and only a blank board remains. No crash, just lack of orders.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3403290443&searchtext=grudgebringer
TToKKang 8 Jun @ 11:17pm 
Hello! I translated this mod into Korean and uploaded it! If you don't like what I uploaded, I will delete it!
창조의신 25 Mar @ 11:25pm 
update pl ㅠㅠ
Felekis 14 Jan @ 9:59am 
@Ragnarok I am glad the stack trace helped you.
Thank you for your time
RagnaroK  [author] 13 Jan @ 5:35am 
Ah so its 'Old World Rites' mod that does not like my mod granting military access it seems. I never used that mod, so would never have known.
Felekis 13 Jan @ 12:12am 
@Ragnarok

"script\campaign\mod\diplomacy_all.lua"]:11>
(tail call): ?
[C]: in function 'pcall'
[string "script\campaign\mod\oldworldritesmod.lua"]:37: in function 'safeCall'
[string "script\campaign\mod\oldworldritesmod.lua"]:61: in function <[string "script\campaign\mod\oldworldritesmod.lua"]:55>
[C]: in function 'pcall'
[string "script\_lib\mod\pj_error_wrapping.lua"]:100: in function 'callback'
[string "script\_lib\lib_core.lua"]:1930: in function <[string "script\_lib\lib_core.lua"]:1930>
[C]: in function 'xpcall'
[string "script\_lib\lib_core.lua"]:1930: in function 'event_protected_callback'
[string "script\_lib\lib_core.lua"]:1991: in function 'event_callback'
[string "script\_lib\lib_core.lua"]:2051: in function <[string "script\_lib\lib_core.lua"]:2051>
Felekis 13 Jan @ 12:12am 
@Ragnarok it boots fine I just get script break errors in game, example log:

SCRIPT ERROR, timestamp <58.3s>
WARNING: generate_diplomacy_bitmask() was given a string [military access] containing unrecognised token [military access], ignoring

stack traceback:
[string "script\_lib\lib_campaign_manager.lua"]:15003: in function 'generated_diplomacy_bitmask'
[string "script\_lib\lib_campaign_manager.lua"]:14942: in function 'force_diplomacy'
[string "script\campaign\mod\diplomacy_all.lua"]:17: in function <[string
RagnaroK  [author] 12 Jan @ 5:11am 
I am not quite sure what is breaking on your end, works for me. Is your game unable to boot up?